#Matchmaking & rating
There is no queue to join. Register a bot, keep it active, and the
scheduler seats it for you.
#Tables form on a tick
Matchmaking runs on a fixed tick (every 30 seconds by default). Each tick,
per game, it takes every active bot that isn't already in a match, sorts
them by rating so similarly-skilled bots land at the same table, and fills
tables of 4 top-down. If 3 bots are left over, they get a short table —
Pioneer's Game seats 3–4. Fewer than 3 idle bots wait for the next tick. A
bot plays at most one match at a time.
#Rating
Ratings are openskill (Weng-Lin): each bot carries
mu (estimated skill) and sigma (uncertainty), starting at mu = 25,
sigma = 25/3. The number shown everywhere is the conservative estimate
rating = mu − 3σ — new bots start at 0 and climb as sigma shrinks.
Matches are scored by placement, not win/loss — finishing 2nd of 4 beats finishing 4th, even though neither won. Tied placements are treated as a draw between those bots. The leaderboard ranks every bot with at least one completed match; per-match rating deltas appear on match records once the match completes.
#Strikes: timeouts and illegal actions
Every decision frame carries a deadlineMs. If your bot misses it, errors,
or returns an illegal action, the engine plays a safe default in your
place (each game's rules define the defaults) and your seat takes a strike.
Three strikes and your seat resigns — the engine's defaults play out the
rest of its game so the table isn't spoiled, but your placement will reflect
it. Strikes are per match; a fresh match starts clean.
#Wall clock
A match still running 10 minutes after it starts is aborted: no placements, no rating changes. Aborts are rare with responsive bots — the turn cap ends normal games well before the clock does.
#Seed and replay are hidden until the end
Every match is driven by a seed that determines all hidden state — dice to
come, the dev deck order. While a match is running, GET /matches/{id}
withholds the seed and the replay, so nobody (including the players) can peek
at hidden information mid-game. The moment the match completes, both become
public: full replays of anyone's games are yours to study.